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Wayfaring Roads

The Wayfaring Roads turn walking between places into an adventure. Things happen on the road, there are sights to find off it, and a gang of wreckers called the Lantern Men holds a camp with a false light that lures ships onto the rocks.

The first road is open: the Lamplit Road, from Pailhaven’s Frontier Gate east to the Ferry Landing and the Waystation, about 650 blocks of coast and forest.

  • Start: Pailhaven’s Frontier Gate. The Road Warden stands there.
  • The Last Lamp: a roadside inn where the lamps end, with its own waystone and a full cast of inn folk to talk to.
  • Quests: The Lamplit Road questline in /quests walks you along it.
  • Journal: /roads shows how many discoveries you have found on each road and whether each camp is held or cleared.

While you travel on a road, every so often something happens. What you meet depends on the stretch of road (lit, dark, coast) and the time of day.

EncounterWhat happensTypical pay
FootpadsLantern Men ambush you on a dark or coastal stretch.$15,000 to $30,000
LamplightersA night ambush led by lamp-carriers.$20,000 to $40,000
Broken axleA cart lies on its side by the verge. Lend a hand.$20,000 + a Road Token
Lost castawayEscort someone safely along the road.$20,000 + a Road Token
Washed crateSalvage something the sea threw up.$5,000 to $15,000
Fog on the roadNight fog rolls in, with things inside it.$15,000 to $30,000
Watch patrolTwo of the Watch walk the road with you and share rumours: nearby discoveries, or which camp the Lantern Men still hold.directions, not cash
  • Anyone within 24 blocks shares the encounter, so travel in a group.
  • After an encounter you get a 6 minute break before the next can roll.
  • Walk away (about 60 blocks) to leave a fight. Ambushers do not follow far.
  • Nothing rolls in Pailhaven or around the Waystation.

Road Tokens are brass chits stamped with a lamp. Hang on to them: the Last Lamp takes them, so they say.

Five places along the Lamplit Road count as discoveries. Walk up to one to log it. Each pays $10,000 from the Watch and 750 Wayfaring XP (Seamarks) the first time.

DiscoveryHint
The TurningAn old gibbet where a trail leaves the road.
The Old WatchA broken tower on the high ground north of the road.
The Lamp-EaterA hole in the ground the inn folk will not talk about.
WhalefallGreat white bones on a beach below the road.
Bones’ LookoutA bench above the cove where Bones came ashore.

Across the bay mouth from Pailhaven Light, a false light burns on Gull Head. That is the Lantern Men’s camp.

  1. Take the trail south from the Turning to the headland.
  2. When you arrive, the camp sees you. Two waves of Footpads, Wreckers and Lamplighters come up the cliff path.
  3. Their chief, Old Gil Lantern, steps out by the light cage. Bring him down.
  4. Clear the camp and the false light goes dark. A server message thanks everyone who fought.

Rewards: the Watch pays a $200,000 bounty, split by how much of the fighting you did (you need at least 2% to get a share). Fighters can open the Lantern Men’s Haul chest: lanterns, gold, iron, emeralds and a chance at rarer finds.

The Lantern Men do not stay gone. About 3 days after a clear, the light burns again and the camp is theirs once more.